Class Guides

Wowhead has guides to each spec written by popular Warcraft community members, linked above. The Guardian guide is by Arielle, Feral by Tinderhoof, Restoration by Lavathing, and Balance by Bologna.

New to Legion, you can also create and submit your own build guide! We designed a new user-friendly UI for writing class guides, which allows you to do the following new things:

Embed Talent, Honor Talents, and Artifact Calculator builds into the guide, with notes on each ability choice.

Leave tags specifying the skill level required for your build, and if it's suitable for different categories of PvE and PvP. Perhaps you're looking for a simple build for an alt, or something specifically for dungeons on your main.

To set up a Legion Class Guide, just go to "Create New Guide" on any guide page and select "Classes" from the guide category, then pick a spec. You can also set up a guide for a spec via the "Create New Guide" option on the Legion Talent Calculator.

Class Changes

The fantasy of shapeshifting Druids has been improved with an "Affinity" talent row. This provides a passive ability that's useful at all times and access to key abilities for a secondary shapeshifting form/offspec.

Balance Druids suffered from having their gameplay focus around watching a UI bar. Eclipse has been replaced by an Astral Power resource, and the Legion gameplay is to keep up powerful DoTs, generate Astral Power, and spend it on either Starsurge or Starfall.Balance is a completely different spec from what it has been in the past. Eclipse is gone and we have a new resource, . It is generated or spent by most of our baseline damaging spells.

Several baseline abilities and talents have been omitted, revised, moved, or added. Here are some of the biggest changes:Eclipse and Eclipse Bar removed

has been added as a resource. We still have , but rarely use it

Multiple and changes

and renamed to and , these too have undergone significant revisions

and changed drastically

added

Mastery changed

removed

removed

Feral Druids were in a pretty solid place, and changes focus around more talent customization.

The ability has been moved to a talent (found in the level 60 tier)

has become a Feral only ability

The talent has become baseline

is now triggered by instead of

The Draenor perk (lasts 8 seconds up from 6 seconds) has become baseline

The Rake Draenor perk (200% damage when used from stealth) has become baseline

The bonus crit on bleeding targets buff on has been removed

is no longer castable in cat form.

is no longer available to Feral Spec (Resto/Moonkin PVP talent)

Major glyphs have been removed. The affects Feral in 2 big ways. First with the removal of the Stampeding Roar glyph, the range is limited to 10 yards. The second is with the removal of the glyph we can no longer gain a free 5 combo point with a stealth opener.

Guardian Druids are no longer dancing circus bears--dodge is de-emphasized and their survival focuses around health, armor, mitigation, and regeneration.

has been completely changed. It now increases your total health and healing received by an amount equal to your total Mastery %.

Savage Defense has been replaced by two new active mitigation abilities: and . is used for physical damage (except bleeds) and is used for magical damage.

now has a charge system (recharge time reduced by Haste) and heals based on the amount of damage received in the last 5 seconds.

The rotation may feel like it has been completely changed, but it's very similar to our old Mists of Pandaria rotation.

procs now generate extra Rage.

Many hybrid abilities have been removed. However, you acquire them again by talenting into their respective affinities.

's cooldown has been increased to 1.5 minutes, and the recharge time of has been increased to 4 minutes.

A new “shapeshift cooldown” has been added. Whenever you change forms, you must wait 1.5 seconds before using any offensive abilities.

is now baseline, however it's really bad so don't use it.

You can now cast in Bear Form!

Restoration Druids have minimal changes due to a strong core fantasy. The most noticeable change is to their Mastery, which previously was like a passive effect.

has been reworked. Our mastery now increases the healing a target receives for each heal over time effect of ours is present on the target. Mastery does work on a single heal over time effect. Meaning, for example, a single will benefit from the single stack of on the target.

is back! has returned to Restoration and Balance druids. However, it has changed from its original form. Rather than directly restoring mana over time, allows the players to cast spells without spending mana for 10 seconds.

Talents reworked. As with all other classes and specializations, our talent tree has been almost completely reworked. Some particular talents remain, but are likely on different talent rows with different opportunity costs associated with them.

Many hybrid abilities have been removed. However, you acquire them again by talenting into their respective affinities.

and no longer refresh the duration of .

Nature's Swiftness has been removed.

no longer requires a or heal over time effect on the target to work.

is now a completely “smart” heal. This means that will always heal the 6 most injured allies within range.

cooldown has been increased to 1.5 minutes and the increased healing to heal over time effects has been removed. However, the level 100 talent reduces the cooldown by 30 seconds and adds a 20% increased healing to heal over time effects (essentially returning back to its Warlords of Draenor functionality).

Wild Mushroom has been renamed to but its functionality remains the same.

Raid-wide buffs are removed in Legion and only healers can mass-resurrect.

Visual Updates

Most specializations received visual updates for Legion, especially melee. We have videos of the new Guardian and Feral animations. Additional videos on our Legion Spell Animations Playlist.

Druids also had updates to Bear Form, Cat Form, and Moonkin Form. Below is our video of Balance animations showing off the new Moonkin form, as well as modelviewer videos of Bear and Cat form for each race.

Talents

There are more spec-specific talents in Legion, with each talent tree row offering more playstyle variety--active, passive, and proc talents. In addition, there are less "themed" rows--eg mobility talents are split among rows, instead of being in the same row.

Create your own talent build with our Legion Talent Calculator and if you find a build particularly interesting, click on "Create a Guide" after selecting your talents and leave a little explanation to share with other beta testers!

Legion

Legion

Legion

Legion

Feline Swiftness - now Feral Affinity

Ysera’s Gift - now Resto Affinity

Faerie Swarm

Force of Nature

Incapacitating Roar - now Guardian specialization

Ursol’s Vortex - now Restoration specialization

Heart of the Wild

Dream of Cenarius

Nature’s Vigil

Euphoria

Balance of Power

Claws of Shirvallah

Rampant Growth

PvP Talents

The new max-level PvP Honor system allows you to select certain talents based on your Honor Level. These abilities selected will be active in addition to your regular Legion talents.

Rows 1 and 2 cover general talents, Rows 3 and 4 are Druid talents, and Rows 5 and 6 have spec-specific talents. Please check out the PvP Honor Calculator to create your own build and save it with commentary as a guide.

Abilities

In Legion, more abilities are becoming spec-specific to enhance the fantasy for each spec. To see how an ability has changed each Legion build, click on the spell, and then view the "Changelog" tab on the spell page.

New (or now unique to spec)

: Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 sec.

: Increases the range of all of your abilities by 5 yards.

: Call down a strike of lunar energy, causing (270% of Spell power) Arcane damage to the target, and Arcane damage to all other enemies within 5 yards.

: A quick beam of solar light burns the enemy for (100% of Spell power) Nature damage and then an additional (330% of Spell power) Nature damage over 12 sec to the primary target and all enemies within 5 yards.

: A quick beam of lunar light burns the enemy for (100% of Spell power) Arcane damage and then an additional (440% of Spell power) Arcane damage over 16 sec. Usable while in Bear Form.

Changed

Removed

Astral Communion - now Talent

Astral Showers

Cyclone - Now PvP Talent

Eclipse

Hurricane

Lunar Guidance

Mark of the Wild

Nature's Bounty

Remove Corruption

Shooting Stars - Now Talent

Soothe

Stampeding Roar

Wild Mushroom

New (or now unique to spec)

: Activates Cat Form and increases movement speed by 70% while in Cat Form for 15 sec.

: Increases your movement speed by 15%. (Baseline)

: Finishing move that causes damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%. When used on targets below 25% health, Ferocious Bite will also refresh the duration of your Rip on your target.

: The Druid roars, increasing the movement speed of all friendly players within 10 yards by 60% for 8 sec. Using this ability outside of Bear Form or Cat Form activates Bear Form.

: Heals you for 50% of all damage taken in the last 5 sec over 3 sec, minimum 5% of maximum health.

: The Druid roars, increasing the movement speed of all friendly players within 10 yards by 60% for 8 sec. Using this ability outside of Bear Form or Cat Form activates Bear Form.

: Your Thrash, Swipe, and Moonfire each have a 15% chance to reset the cooldown of Mangle, and cause it to generate an additional 4 Rage.

Changed

Removed

Berserk - now part of Incarnation

Faerie Fire

Lacerate

Resolve

Savage Defense

Survival of the Fittest

Tooth and Claw

Ursa Major

New (or now unique to spec)

: Returns all dead party members to life with 35% of maximum health and mana. Not castable in combat.

: Heals the target for (300% of Spell power) over 15 sec. Incarnation: Tree of Life: Tree of Life: Healing increased by 50% and Mana cost reduced by 30%.

: Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.

: Causes (220% of Spell power) Nature damage to the target.

: A quick beam of solar light burns the enemy for (100% of Spell power) Nature damage and then an additional (330% of Spell power) Nature damage over 12 sec to the primary target and all enemies within 5 yards.

: Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 10 sec.

: Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms.

: Heals you for 3% of your maximum health every 5 sec. If you are at full health, a random nearby injured ally will be healed instead.

Fantasy and Gameplay Blog

The elements that carve form into the universe are fluid forces of nature. Some beings seek to bend the power of these natural elements to their will. Druids, however, worship the protecting spirits of nature. Long ago, nature’s equilibrium was thrown out of balance, leaving the world vulnerable to catastrophic events, including the first invasion of the Burning Legion.

By leveraging the sacred powers of the moon, the sun, and the stars, balance druids access arcane and nature magics—made more potent still through shapeshifting, when the spellcaster takes the form of the moonkin—to aid in the fight against imbalance that threatens the natural order of all things.

GameplayBalance Druids have had a variety of cyclical rotations over the years. The core design problem in all of these cycles is that they’ve forced players into watching closely for UI cues and casting spells in largely predetermined orders. The Legion design is focused on providing a flexible combat experience, where you can use abilities as you’d like, and each has a specific purpose. The Eclipse Bar has been completely replaced by an Astral Power resource, which is built and spent, and provides a platform for abilities to create interesting, engaging, and powerful effects. Balance gameplay will center on maintaining your DoTs, generating Astral Power with a mixture of Lunar Strike and Solar Wrath, and spending Astral Power on either Starsurge or Starfall.

Like their feral brothers and sisters, guardian druids attune themselves to nature through the animal kingdom. They commune with the wild to understand how life perseveres through adversity. They know that the creatures who survive are often those built to best protect themselves and their kin. In this, the guardian druid finds a deep and harmonious value in the steadfast—all the while recognizing that sturdiness requires an aggressive stance when danger comes near.

Taking the form of a great bear, the guardian druid becomes a massive wall of fur, claw, tooth, and rage, aided by the forces of nature, standing between allies and any opposing threats.

GameplayPowerful themes fuel the Guardian Druid, but the gameplay falls short of delivering on them. In particular, Guardian Druids have had a strong emphasis on avoidance, dodging attacks more than almost any other tank, with abilities accentuating that. However, this doesn’t mesh well with the image of the tough and sturdy bear. We want Guardian Druids to survive through their sheer tenacity, thick hide, massive resilience, and strong regeneration. To this end, we’ve redesigned several parts of the Druid combat ability toolkit to instead focus on those core defensive ideas—health, armor, mitigation, and regeneration—while deemphasizing dodge.

Feral druids also seek to curb imbalance in nature. They observe the fantastic intricacies of the physical world and the delicate fabric in which all living creatures are given purpose. Whether on land or in the sea, in a lush jungle or an uncultivated desert, death is part of the cycle which sustains life. Nature is an eternal dance between predator and prey.

As a shapeshifter, the feral druid endlessly pursues a greater understanding of this truth. They seek a visceral connection to the wild, and in combat take the form of a deadly feline predator. Feral druids become ferocious, agile stalkers—ripping, biting, and bleeding their enemies dry. The forces of chaos are tamed by the druid’s primal fury.

GameplayFeral Druids have a solid gameplay foundation that complements their fiction. Design changes in Legion are tempered, and we’re paying the most attention to talent options that provide a wider array of combat customization. Making Savage Roar optional in the talent tree in Warlords worked well to open up gameplay opportunities. We’re taking this approach further by flipping it around—Savage Roar is now a talent choice matched against two compelling alternatives that cater to different play styles.

The many gifts provided by nature must sometimes be reciprocated. Restoration druids seek order in the world by tending directly to its many life forms. Friend to flora and fauna alike, restoration druids celebrate birth and growth. Where there is decay, they bring rejuvenation. Where there is abatement, they summon regrowth. Life not only needs protection—it needs nourishment.

To foster this harmony, the restoration druid builds a bond with the things that grow, gaining inspiration from the flower’s bloom, the seed’s sprout, the mushroom’s spores, and the tree’s growth. Like nature, the restoration druid perseveres through patience and persistence, the foundation upon which all life is built and sustained. They use this power to mend wounds and provide persistent remedies that keep their allies from falling.

GameplayRestoration Druid themes are clearly defined, and there’s a lot of cohesive flavor to love in how the spec plays. As a result, we’re making minimal changes. Their Mastery had the most room for improvement, having basically become a passive effect. We’ve redesigned it to emphasize layering healing-over-time effects, favoring more engaging gameplay, while also catering to the Restoration themes.

Guardians of nature who seek to preserve balance and protect life, Druids have unmatched versatility on the field of battle. This is in part because druidism is much more than a fighting discipline—it’s a way of life steeped in traditions so ancient that even the origin of their kind is preserved largely in mythology passed on through millennia.

Druids harness nature’s raw energy for an incredible breadth of offensive and defensive abilities, as well as to restore life to the wounded. Through communion with nature and the demigod Cenarius, Lord of the Forest, Druids are supernaturally endowed with the gift of shapeshifting, allowing them to take the form of all manner of nature’s creature and access powers as distinct as they are diverse.

Known for hybrid utility and shapeshifting, Druids have four diverse and well-established specializations. In Legion, we’re focusing on empowering Balance gameplay, strengthening the cohesion of Guardian abilities and their fantasy themes, and renewing Druids’ overall trait of shapeshifting between forms to fulfill distinct functions.

Blue Tweets

Blizzard has lately been very active on Twitter, posting clarifications on Legion developments in response to user questions. We track all of the significant tweets with our Blue Tweet Tracker, which lets you filter conversations by class and role.

These class tweets are grouped by month and topic--some of the earlier tweets are included for archival purposes, but may reflect outdated design choices.

All November 2015 Tweets (Click to view)

Balance

Feral

Guardian

Restoration

General

Blue Posts

Celestalon

In the latest Legion Alpha build, tanks and healers will notice significant changes to the tuning on many of their defensive abilities. These may appear to be “nerfs” at first glance, but are actually part of a widespread adjustment to improve overall tank (and tank healer) gameplay, that includes reducing the strength/frequency of defensive cooldowns, and adjusting creature tuning to compensate.

Over the course of Warlords of Draenor, tanks have been mostly self-sufficient, providing the vast majority of their own survival, with only minor direct assistance required from healers. Encounter design has unfortunately reinforced this, focusing tank damage into more and more bursty moments in an attempt to challenge tanks. This has made long-cooldown defensive ability usage more and more important, while also further trivializing direct healing requirements.

For Legion, we want to return the overall tank gameplay to a more stable environment. In that, we have laid out some specific goals that we aim to hit:

Tanks will require more direct healing. This will also improve on healer gameplay, as it’s more engaging when there’s a mixture of the types of healing that need to be used on any single encounter.

Healers should care about the time and mana required to heal tanks, so that taking less damage as a tank is considered valuable.

Tanks and healers’ long-cooldown defensive abilities (such as Barkskin or Shield Wall) should feel like a valuable resource. These abilities should be strong, but not necessarily available for every danger during a specific encounter.

Tanks should have much more survivability than a non-tank. However, they don’t necessarily need to be extremely more sturdy. If the difference in ‘tankiness’ between tanks and non-tanks becomes too much of a gap, we then risk having situations such that if any one add gets loose, it’s likely to instantly kill any poor healer or damage dealer they hit–as the damage that these creatures deal would need to be exponentially higher to offset the sturdiness of the tank. This also brings a risk that tanks would opt to ignore enemy abilities that are designed to be dangerous to non-tanks, just taking those relatively minor blows rather than trying to avoid them as intended.

In raid encounters, tanks should spend more time tanking, and less time waiting for their turn to tank.

Tanks should be able to handle solo content quite effectively. They need to do less damage than dedicated damage dealers, but that difference can be moderate. It doesn’t have to be a massive difference.

Looking at these goals, we’ve made the following changes for tanking in Legion. We hope that these explanations will help you understand the bigger picture, in that these should be viewed as an overall improvement to the style of tank gameplay, rather than nerfs.

In order to ensure that tanks require direct healing from healers, we’re increasing the amount of damage that makes it past a tank’s mitigation. This will include reducing or removing passive defensive abilities, along with the below changes.

We’re toning down how frequently you’re able to use Active Mitigation abilities. This change will generally affect the length of their cooldowns, and not necessarily the strength of the ability. We believe these abilities are important to tank survival; but, when the uptime on these abilities gets too high, skill in knowing when to use them strategically matters less.

EDIT: Passive healing from healers (such as Beacon of Light) will be toned down, and other tank heals adjusted to compensate.

There are many long-cooldown defensive abilities that will be able to be used less frequently, and, in some cases, these abilities may be weaker. Many of these abilities are currently either too numerous or usable too frequently, resulting in a strong cooldown for almost every threatening moment of every encounter.

Encounter design will be adjusted to account for these changes. Overwhelming burst damage will be toned down, in favor of more steady and consistent damage on tanks.

The damage of creatures that are intended to be tanked in group content will be reduced overall, in order to ensure that tanks can still perform their role just as well as before.

Damage output by tanks will be increased, and their scaling with gear will be improved. This is being done so that tanks can stay in-line with damage dealers as a group gears up together.

Please note that many of these changes are preliminary, and we’ll be tweaking our changes based on testing and feedback. We’ll continue making adjustments as the Alpha moves along, until classes are in a more balanced state, and we look forward to hearing your thoughts throughout this process.

A lot of great discussion here, and we share a lot of the concerns (even the cynical ones), and will be doing our best to actually meet the stated goals.

Tanks will indeed have much more health than DPS; apologies if that was unclear. It's just that their total effective health can safely be in the 5-15x of a DPS range, doesn't need to be 50x. 50x is kinda silly. Raid bosses will still 1-shot DPS, and that's fine.

Healers are being adjusted with tank healing in mind.

The comments about tanks spending less time waiting for their turn to tank isn't an indication that they'll be expected to run around more, just that they'll have more engaging encounter gameplay.

We especially look forward to more feedback based on playtesting; thanks for what you've given so far! This is going to be an iterative process, and we'll keep adjusting based on it. It surely isn't perfect yet, but we'll keep reading, responding, and tweaking!

Are encounters going to be tuned to have longer time-to-kill for tanks as well?

I ask because in a world where tanks need to be actively healed, dying so quickly that they must be spammed all of the time (read: less than 3 or 4 seconds for 100-0) just leads to a WotLK situation where one person gets to spam the tank forever and everyone else ignores it and nothing is really any different.

Absolutely, yes. It's very important that this is the case.

I'd like to note that "use Active Mitigation to avoid X ability" isn't usually engaging gameplay. How about I use AM because it helps me survive a powerful attack, not because I get a debuff if I don't.

Binary AM checks like you mention will continue to be extremely rare. They're still an interesting mechanic to see everyone once in a while, but will not be common. Sorry if what I said gave the impression otherwise.

In regards to tank healing, I am very much a fan of "Many hits to be killed, many heals to be healed." This adds variety and allows the engaging task of healing prioritization (i.e. what makes healing fun).

Most of the posts on here have pretty much already spelled out the problem which is scaling. Once you start scaling these heals more than you scale the HP pools, you run into near instant top offs. Then this begins the slippery slope of competitive (raids) top offs, and the trivialization of mechanics. Then the mechanics become more bursty to make healing more engaging and the cycles repeat.

More attention needs to be paid to ensuring that the gear scaling doesn't lead to instant topping off, so that encounter design no longer needs to keep ratcheting damage to extremely bursty levels. Exponential gear curves work great for DPS, but terrible for healing and tanking. We are of a symbiotic relationship in this regard.

We generally agree with this thought process. The fact that tank healing gets spikier as ilvls rise is a huge problem that we're making some significant changes to help address. Most notably, Spirit's removal, and the changes to how secondary stats scale with ilvl will help. The % of a tank's healthbar that you can heal per second went up over the course of Warlords, by a massive amount (probably about 3x). We don't want it to not go up (it gives a good feeling of progression), but it should only go up a little (probably to 1.5x).

I echo the sentiments of other tanks in this thread regarding the removal of active mitigation abilities. Being responsible for accurately recognizing and appropriately responding to potential threats is fun, is engaging, and does not need to be changed. Requiring active responses to incoming damage increases the skill cap, and is one of the things that allows good tanks to outshine other more mediocre players.

We agree with your sentiments; perhaps my wording was not clear. We are not removing active mitigation abilities; we're making them more active. Apologies of my original post was unclear about that. Currently, you can maintain 70-100% uptime on most rotational active mitigation, making them rather passive-feeling. By making them 40-60% uptime, the choice of when to use them becomes more skillful.

On the topic of tank offense, we see lots of discussion about how tanks need to have ways to trade defense for offense, such as choosing to use resources on defensive abilities or offensive abilities, what choices they are for that, how effective they are, etc.

We actually completely disagree with that whole premise, because it leads to a lot of un-fun cascading effects. You may focus more on damage, and frustrate healers with needing more healing. You may focus on your assigned role of tanking, maximizing defense, while doing meager damage. While there are definitely upsides (it can certainly be fun trying to ride the line of not giving up too much defense, while maximizing offense), there is a better way.

Instead, we think that how skillfully you play your class should affect both your offense and defense. If you're trying hard to play your character well, you should be performing well at all of your jobs, and that includes both survival and damage dealing for tanks, not sacrificing one for the other. You shouldn't have to give up your mitigation in order to deal respectable damage. You shouldn't have to accept doing trivial damage if you want to really make sure you survive and minimize healer assistance. Both of those goals should be aligned, and you should be rewarded for playing well with great damage and survivability.

We won't be removing absolutely all damage/survivability tradeoffs, but the few that remain will be significantly toned down.

Commenti

Commento di Dalphakans

Commento di RhettB0683

There is a lot to get excited about here. The focus on class fantasy, artifact weapons, the affinity talents, a new iteration for Balance Druids and a class hall.

The downside is I will now "have" to level at least one Druid of each class because, reasons.

Stop judging me.

Commento di Dalphakans

Ner'zhul the last boss of dungeon: Shadowmoon Burial Grounds have a spell what any druids would like to cast... a long and strong moonfire in a fixed location (shadow damage obvious). Any chance the druid balance receive long strike spell like this? (arcane version)

Commento di kunglao

my question is do we get duel legendary weapon's for both specs ?

Commento di BernySinara

is that means druid gets dual wield?

Commento di Gellfling

As a resto druid who hasn't tanked since cata (as a paladin), guardian spec looks really cool now for druids, and now having access to all our specs, I don't have to get rid of my feral spec for soloing. Really really looking forward to try out tanking in legion as a druid

Commento di macragge

The fantasy of shapeshifting Druids has been improved with an "Affinity" talent row. This provides a passive ability that's useful at all times and access to key abilities for a secondary shapeshifting form/offspec.

Why couldn't Blizz do something like this for Gladiator Spec warriors and Fistweaver Monks?

Commento di apedosmil

Druids will have access to Druid-only portals to natural places around the Broken Isles.

Soooo.... my spiffy spirit beast looking (from artifact) feral will be able to warp around the Isles and gank? :D Or get ganked! :D

Commento di Nerobyrne

I would like to know if transmogging the legendary weapons into something else also returns druid beast skins to their normal form. I think they look cool, but I'd hate to have to nerf myself just to play as a normal cat...

Commento di Sylphus

I really did not like those new feral forms. I think they need more work, I'd hate to drop my druid as main to play another class, but I will play with those ugly forms... I will prob respec though

Commento di ssithl

sooo, balance spells were showing in the video as 45yard range? That's +5 to their current distance, and in line with the Balance Affinity boost the other specs get. That seems pretty good to me :o

And a quick glance, indicates that whilst Pan says in vid "Can't take your own affinity" , Each spec gets the boost of their native affinity anyway , for eg Influenza Astrale/astral-influence , which grants Balance druid the +5yd range benefit passively.

Commento di Gilahof

I loved the changes of the Guardian Druid, really makes no sense a bear be agile enough to dodge attacks.

Commento di Ruhig

Balance gets the Scythe of Elune? My Worgen druid will be "howling" with glee.

... I'll show myself out.

Commento di Chroek

I was really looking forward to seeing some changes to tree form. It seems that all other druid specs have a dedicated form while performing that role but as restoration ours is a cool down. One of my best memories was healing in treant form in Wrath and having that uniquness compared to other healers. Sure you can glyph it but performing certain actions causes you to break out and you get into healing and you forget to go back. How cool would it be to have different tree skins similar to the cat and bear. if you want to see your humanoid gear all the time then play one of the other 5 healer roles. They say that the restoration theme is clearly defined(which I agree) but it could be built upon. I could see a willow tree, a treant form, a corrupted form, or even a Japanese maple. The theme to me is being the Tree of Life and sprouting restoration from the very ground upon which your allies stand.

Commento di Zugetz

I'm bothered by the removal of Faerie Fire. I play a feral Druid and I use Faerie Fire to pull individuals from a group. Now there doesn't seem to be anything to do that. Am I missing something?

Commento di Roininish

Anyone know how to unlock the levels? In Alpha, Im stuck at level 8 and cant put in anymore talent points to test the different traits.

Commento di Velianaris

Was Mark of the wild Removed in one of the latest builds because its no longer listed as a druid spell on the talent calculator area for legion

Commento di Fyresparxx

Stealth Nerf I don't see mentioned here: Powershift macros are currently not intended to work; shape shifting has been put on a cooldown on the Alpha. Druids can no longer re-enter a form they just left. This may change. It's a much larger nerf for PvP druids than PvE but it affects both.

Commento di rogueninja

Would have loved to see a new aoe spell feral could spend combo points on.

Commento di Zantarin

Question for the intelligent, now that the skill Savage Roar is going to be a talent will you have to select it as a talent in order to have the effects from the Glyph of Savage Roar to work?

Commento di lcelos

My question would be this, as I am a lover of the fire kitty, will I still be able to go fire kitty on top of any of these artifact forms or am I just out of luck?

Commento di norabu

they said that they are making minimal changes to the resto spec. then they commence to gut their entire mastery and literally change the way you play, just with the same spells.

Commento di RichoDemus

Commento di sartt

once again blizzard does stupid crap. why even bother with this honor system, Druids baseline spells cant be used out of pvp. no faerie fire, cyclone? pure b.s starfire doesn't hit for anything anymore. star surge needs 50 ASTRAL POWER? really? it doesnt have a 100% crit chance on it and is only good for wrath and starfire.

Commento di Crazios

Thanks for the great guide makes my preparations a lot easyer as i be maining a guardian druid to raid with in legion

Commento di Magnatross

It says that Dash is a Feral only ability, but I can use it and I'm Resto/Balance.

Commento di Bencurion

Myself being a Guardian Druid since WotLK (back then feral tank version), with the 7.0 update/rewamp i felt relief. I can finally have the kind of playstyle i have always wished for.No mobility, hard mitigation and good self sustain. In case of many opponents i can't lazy around with Thrash and Swipe, but i also have to discobear around with the new emphashis on moonfire. Maul is an absolute ruplus ability but never was any special to begin with. Can't wait to stack those resist buffs!

Commento di Trevastated

There's also been an updated aquatic form! It looks great... it deserves some love!